VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Lei Fei

真白@VT3800人

  • Jacky
Career matches866
Career win rate70.3%
Round win rate61.8%
Peak rank38
Distinct opponents12
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1836 Not ranked yet: the list needs 50 matches. See the Elo list →

The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.

Characters played — VF5's own record

Lei Fei382982049468.5%
Taka—2361627468.6%
Pai—1751294673.7%
Jacky301461044271.2%
Goh—1110190.9%

These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.

Inputs per second

50 of 68 rounds counted

8.4 inputs a second (504 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky8.450450

By opponent's character

Akira8.75209
Sarah8.450614
Jacky8.85276
Jean8.45029
Brad7.94724
Lion7.44454
Taka8.75234

An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.

Against each character

Akira43175.0%+2.9
Sarah31233.3%-51.9
Jacky220100.0%+38.9
Jean21150.0%-25.1
Wolf220100.0%+38.0
Brad110100.0%+27.6
Lion110100.0%+23.9
Shun1010.0%-58.2
Taka110100.0%+36.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.

By ring shape

Full Fence41325.0%-62.9
Breakable Half Fence32166.7%+1.9
Single Wall330100.0%+37.6
Rectangle21150.0%-34.3
Breakable Full Fence110100.0%+36.4
Half Fence110100.0%+31.6
Low Fence110100.0%+36.4
Open110100.0%+36.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1154.5%71.3%-16.7
No walls5100.0%67.7%+32.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

The fence-and-open stages and Training Room are on neither side, as on the stage report.

How these are tested
  • Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
  • Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
  • Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.

Most played opponents

Most played opponents, most recent first

れもん@のびしろF (Rank 31)2026/07/16220100.0%
th19750405 (Rank 27)2026/07/16110100.0%
Sasuquatchfabrix (Rank 29)2026/07/16110100.0%
Grimaster (Rank 30)2026/07/16110100.0%
こうちゃん(`ー´)ノ (Rank 28)2026/07/16110100.0%
キネマ (Rank 30)2026/07/1621150.0%
anchang1515 (Rank 31)2026/07/16110100.0%
rily-you (Rank 30)2026/07/16220100.0%
37 (Rank 29)2026/07/162020.0%
いえす (Rank 39)2026/04/04220100.0%
spacex_falcon_heavy (Rank 41)2026/04/041010.0%
kfc7p (Rank 35)2026/04/041010.0%

Round openings

Every character

crouch into Low Spin Kick1K+G68.8%
crouch into Squat Straight2P68.8%
backdash into evade up57.3%
Bil Jee6P+K into forward movement45.9%
punchP34.4%
Middle Smash6P22.9%
backdash into throwP+G22.9%
crouch dash forward into Shatenshou33P22.9%
crouch into Bunkyaku3K22.9%
forward movement into Jab Double StraightPPP22.9%
forward movement into Sayu ShoukenPP22.9%
Beat KnuckleP+K11.5%
Beat KnuckleP+K into Beat Spin KickP+KK11.5%
Beat KnuckleP+K into forward movement11.5%
Dantai4K11.5%

28 further openings account for the other 28 rounds.

Jacky

Career
104–42 · 71.2%
This season
13 matches · 76.9%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Spin Kick1K+G612.0%
crouch into Squat Straight2P612.0%
Bil Jee6P+K into forward movement48.0%
backdash into evade up48.0%
Middle Smash6P24.0%
backdash into throwP+G24.0%
forward movement into Jab Double StraightPPP24.0%
punchP24.0%
Beat KnuckleP+K12.0%
Beat KnuckleP+K into Beat Spin KickP+KK12.0%
Beat KnuckleP+K into forward movement12.0%
Dragon Combination 11P+K into Dragon Combination 21P+KP12.0%
Groin Kick6K+G into forward dash12.0%
Low Spin Kick1K+G into crouch12.0%
Standing Knee Kick4K into Standing Knee Kick Combo4KK12.0%

15 further openings account for the other 15 rounds.

Lei Fei

Career
204–94 · 68.5%
This season
4 matches · 50.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Shatenshou33P211.1%
crouch into Bunkyaku3K211.1%
forward movement into Sayu ShoukenPP211.1%
Dantai4K15.6%
SokutankyakuK+G into Shishi DaichoukouK+GP15.6%
backdash into evade up15.6%
backdash into offensive move15.6%
crouch dash forward into Fukusoushou2P15.6%
crouch dash forward into SokutankyakuK+G15.6%
crouch into Fukusoushou2P15.6%
evade down into throwP+G15.6%
evade up into guardG15.6%
forward movement into Renkan MahosuiPPP15.6%
offensive move into evade up15.6%
punchP15.6%

How these are tested

A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.

  • An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
  • Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
  • Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
  • A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)